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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old May 18th, 2009, 02:18 AM

Dragar Dragar is offline
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Default Re: Conceptual Balance Mod 1.5

Rather than a flaming arrows version I'd be inclined for the spell to just make them AP. That way it wouldn't be as strong and wouldn't require the Fire caster that is hard for Man to get hold of.

An Ench 4 with E2 requirement sounds about right to me, not too easy to get but not too hard either.

In terms of the Tarts I think the combination of changes will just strengthen the strategy. If GoR is going down for other reasons I feel Tart cost should rise further - I don't see how Chalice/GoH holders are not better off compared to everyone else by this. They are the only ones who can really make the strategy powerful, and it just got sweeter.

In order to separate the use of GoR for other purposes, would it be feasible to have all Tarts start as commanders, but up the death cost dramatically? That should stop mass production - massing gems of one type in very large numbers is harder than moderate numbers of two, excepting gem types that can be produced by items.
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Old May 18th, 2009, 02:59 AM

P3D P3D is offline
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Default Re: Conceptual Balance Mod 1.5

Tartarians are dirt cheap compared to other SCs, but can the spell be modded as suggested?
Even 50 gems would be less than the usual SC cost if it is guaranteed to be commander.
To decrease the advantage of the Chalice/GoH, their initial afflictions should be reduced (esp. with higher proce).

About Man.
Give them an additional path. Say Mothers with N+100%AN+110%WAEN (not N+200%AN).
Perhaps access to the lower-level angelic summons.
Make the Warden everywhere recruitable?
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Old May 18th, 2009, 09:25 AM

paul16120 paul16120 is offline
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Default Re: Conceptual Balance Mod 1.5

There are no other mods!

Didn't have the latest patch - thank you.
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